Star wars D6
Armor
Beskar'gam Light Armor
Type: Military armor
Scale: Character
Cost: 33,500 (3,500 to characters in a Mandalorian
culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D physical, +lD energy, - lD Dexterity and related skills. Provides a +lD to intimidation. The Beskar’gam armor is extraordinarily rare outside of Mandalorian culture. Source: Scum and Villainy (page 48)
Beskar'gam Medium Armor
Type: Military armor
Scale: Character
Cost: 37,000 (7,000 to characters in a Mandalorian
culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D+l physical, +lD+l energy, -lD+l Dexterity and related skills. Provides a +lD to intimidation. The Beskar’gam armor is extraordinarily rare outside of Mandalorian culture. Source: Scum and Villainy (page 48)
Beskar'gam Heavy Armor
Type: Military armor
Scale: Character
Cost: 45,000 (15,000 to characters in a Mandalorian culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D+2 physical, +lD+2 energy, -lD+2 Dexterity and related skills. Provides a +lD to intimidation. The Beskar‘gam armor is extraordinarily rare outside of Mandalorian culture.
AV- I S [Scout]
Model: GTU AV-lS Armor
Type: Powersuit
Skill: Powersuit operation
Cost: 7,500
Availability: 3, F
Game Effect:
Basic Suit: +lD energy, +lD+l physical protection, -1D Dexterity and all related skills.
Enhanced Strength: +lD to Strength for all skills, including melee and unarmed combat damage.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat.
Starlight Imaging: Magnifies available light for excellent low-light vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate Perception roll to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
bio-Readout: Informs wearer of his/her physical condition.
Environment Scanner: Scans air for breathability and toxins and detects harmful radiation.
Game Notes: Can operate for 36 hours without replenishing supplies and takes 5 minutes to put on.
AV-IC (Combat)
Model: GTU AV-1 C Power Suit
Type: Powersuit
Skill: Powersuit operation
Cost: 12,000
Availability: 4, X
Game Effect:
Battle Suit: +2D physical and energy, -lD to Dexterity and all related skills.
Strength Enhancement: +2D to Strength and related skills, but any failed Strength or related roll strips the servos, causing a full malfunction of the suit for 1D rounds; also roll 1D, if the result is 1»2, the wearer suffers 4D stun damage from arcing electricity.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat.
Starlight Imaging: Magnifies available light for excellent low-light vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate Perception roll to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
Bio-Readout: Informs wearer of his/her physical condition.
WlTS.' Allows the wearer to link two weapons into the suit’s battle computer, getting +lD to hit for each weapon.
Game Notes: Can operate for 24 hours without replenishing supplies and takes 10 minutes to put on.
Koromondain Half-Vest
Model: Modified Koromondain PDS, lnc. Mk 45 Protective Vest
Type: Protective vest
Cost: 250
Availability: 1
Game Notes: +1D+2 from physical; +2 from energy attacks to torso front and back.
Krail 210 Personal Armor
Model: Krail Armory Model 210 Personal Armor
Type: Personal battle annor
Skill: Powersuit operation: Krail 210 armor
Cost: 16,300 (26,000 with all modifications) Availability: Basic suit is “X” on most planets; modified suit is unique
Game Effect:
Basic Suit: + 1D to Strength for energy attacks, +2D to physical attacks (Modified version: +2D to Strength for energy attacks, +3D to physical attacks); -1D to Dexterity and related skills. Suit has a Move of 16, with movement rolled on powersuit operation skill
Power Suit: + 1D to lifting.
Sensor Pod: + 1D to search.
Sealed Enuiro Filter: Filter system can block out harmful molecules, or in case of insufficient ordeadly atmosphere, the suit can completely seal,drawing upon a two-hour internal supply ofoxygen.
Jet Pack: Has a Move of 100 meters horizontally, 70meters vertically. Uses jet pack operation skill, base difficulty is Ease, modified by obstacles. Has 20charges, can expend up to two per round.Integral Internal Line Slinger: 20-meter range. Can attach to grappling or magnetic hooks. Uses missileweapons skill.
Winch: Capable of lifting 100 kg (Modified versiononly).
Internal Dual Force Blades: STR+3D damage, Moderate melee combat difficulty (Modified version only).
Shadowsuit
Model: Ayellixe/Krongbing Textiles Shadowsuit
Type: Anti-sensor suit
Cost: 600
Availability: 3
Game Notes: Adds +2D to sneak.
Fiber armor
Model: Typical Fiber Armor Vest
Type: Personal armor
Scale: Character
Cost: 3,000
Availability: 1, F
Game Notes: +1D energy Source: Knights of the Old Republic Campaign Guide (pages 71-72)
Powered Light Battle Armor
Model: Typical Powered Light Battle Armor
Type: Upgradeable Personal armor
Scale: Character
Cost: 6,500
Availability: 3, X
Game Notes: +1D to resist energy and physical damage. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots.
Light Battle Armor
Model: Typical Light Battle Armor
Type: Personal armor
Scale: Character
Cost: 3,500
Availability: 3, X
Game Notes: +1D to resist energy, and physical, -1D to all Dexterity rolls.
Mesh Armor
Model: Typical Mesh Armor Suit
Type: Personal armor
Scale: Character
Cost: 6,000
Availability: 2, R
Game Notes: +1D+1 to resist energy, and +2D+1 to resist physical, -1D to all Dexterity rolls.
Weave Armor
Model: Typical Mesh Armor Suit
Type: Personal armor
Scale: Character
Cost: 5,000
Availability: 3, R
Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls.
Powered Battle Armor
Model: Typical Powered Medium Battle Armor
Type: Upgradeable Personal armor
Scale: Character
Cost: 11,000
Availability: 3, X
Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots.
Matrix Armor
Model: Heavy Matrix Armor Suit and Helmet
Type: Personal armor
Scale: Character
Cost: 9,000
Availability: 2, R
Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls
Heavy Powered Battle Armor
Model: Typical Powered Heavy Battle Armor
Type: Upgradeable Personal armor
Scale: Character
Cost: 19,000
Availability: 3, X
Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade
Republic Light Armor
Model: Republic standard issue light armor
Type: Military light armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +1D to resist physical and +2 to resist energy.
Republic Combat Armor
Model: Republic standard issue medium combat armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls.
Republic Heavy Armor
Model: Republic heavy combat armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +1D+1 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls.
Sith Trooper Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +2D physical, +1D energy, -1D Dexterity and related skills.
Personal Shields
Model: Czerka 351-K personal shield
Type: Protective energy-dispersing shield
Cost: See chart below *
Availability: 1
Game Notes: Energy shields may be activated once a day, for a full day's worth of limited protection from energy attacks. Personal shields are unaffected by physical attacks. Once the wearer has taken damage of Wounded or greater, the energy shield shuts down to prevent a critical overload. The shield may be activated again the following day. However, the shield can only be activated a total of five times.
* The Strength bonus to resist energy damage determines the cost of the shield. Bonus
Cost
+1 500
+2 2,500
1D 4,000
1D+1 8,000
1D+2 12,000
2D 18,000
Espo Riot Armor
Model: Merr-Sonn KZZ
Riot Armor
Type: Blast armor
Cost: 2,500
Availability: X
Game Notes: Helmet: blast helmet with visor +lD from all energy attacks, +2D from all physical attacks; all other areas: +2 from energy attacks, +1D+2 from physical attacks, - 2 from Dexterity and all Dexterity-related actions. Shield blocks brawling, melee or ranged attacks on a successful melee parry roll. The shield has a Strength of 4D. Source: Gundark‘s Fantastic Technology (page 54), l-lan Solo and the Corporate Sector Sourcebook (page 117), Rebellion Era Campaign Guide (page 51)Thinsuit
Model: Karflo Corporation Thinsuit
Type: Insulation armor
Cost: 900
Availability:2
Game Notes: +1 against physical ’ attacks. Provides up to 18 hours of limited protection against chemical exposure in most known i atmosphere types and temperature extremes from -30 to 100 degrees. \ Breath mask with extended filter (lasts up to 6 hours), storage room ‘ for up to 5 more filters. Can be worn in space, providing heat and
Camo Armor
Model: Creshaldyne Industries Scout Armor
Type: Light scout armor
Cost: 1,500 Hg;-'
Availability: 2
Game Effects:
Basic Suit: +lD physical, +2 energy for torso, arms and legs Camo Field: +10 to difficulty of search or Perception rolls for those trying to spot the wearer if ' it the wearer remains motionless.
EVA Vacuum Pod
Model: Regallis Engineering EVA Vacuum Pod
Type: Droid-monitored space pod I
Skill: Powersuit operation: If repair pod
Crew: 1
Cover: Full
Cost: 15,000
Maneuverability:
Move: 55; 160 kmh
Body Strength: 4D
Game Notes: Life support system capable of functioning for 2 hours. Has full comlink ' system and a number of attachments ’ for the two forward arms, plus and exterior “storage pouch" of additional attachments. An annual maintenance overhaul of each pod (Easy powersuit repair total) is required.Salvage Suit
Model: Industrial Space Suit
Type: Deep space suit
Scale: Character
Cost: 1,800
Availability: 2
Game Notes:
Atmosphere." Rebreather oxygen scrubbing and onboard heating units provide for 10 hours of atmosphere.
Armor protection: Adds +lD to all Strength rolls to resist physical and energy damages Short range scanner/comm package: Adds + 1 D to sensors and communications rolls.
Repulsors: Provide a move of 10 meters in zero gravity. Skill: repulsorlift operation
Magna grappler: Includes magnetic grappler with 20 meters of synth rope
Laser cutting I001: 4D damage (Skill: relevant Technical skills)
EVA Wreck Suit
Model: Scavani Engineering Recovery Series
Vl Power Suit
Type: Deep space power suit
Skill: Powersuit operation: wreck suit
Crew: 1
Cover: Full
Cost: 2,700
Game Notes:
Atmosphere." Rebreather oxygen scrubbing
and onboard heating units provide for 16 hours of atmosphere.
Armor protection: +3D physical and +lD energy, -ID to Dexterity.
Short range scanner/comm package: Adds +2D to sensors and communications rolls.
Jump jets: Jets have fuel for 5 bursts with a speed of Space 1 and 1D maneuverability
Magna grappler: Includes magnetic grappler with 20 meters of synth rope
Magnetic boots: Electromagnetic boots can be activated to adhere to most metallic surfaces. Plasma cutting torch: cuts through most surfaces given enough time. For every ID a surface has in body strength, it takes the plasma cutter 1D rounds to cut a 2 meter diameter hole in the surface‘ For example, a blast door with a rating of 5D strength, will take 5D rounds to penetrate. Maximum
damage : 7D.
Grasping arm: Provides a standard 7D lifting skill.
Poly-tool arm: Set of retractable tools adds
+ 1 D to relevant spacecraft repair rolls.Beskar'gam Light Armor
Type: Military armor
Scale: Character
Cost: 33,500 (3,500 to characters in a Mandalorian
culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D physical, +lD energy, - lD Dexterity and related skills. Provides a +lD to intimidation. The Beskar’gam armor is extraordinarily rare outside of Mandalorian culture. Source: Scum and Villainy (page 48)
Type: Military armor
Scale: Character
Cost: 33,500 (3,500 to characters in a Mandalorian
culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D physical, +lD energy, - lD Dexterity and related skills. Provides a +lD to intimidation. The Beskar’gam armor is extraordinarily rare outside of Mandalorian culture. Source: Scum and Villainy (page 48)
Beskar'gam Medium Armor
Type: Military armor
Scale: Character
Cost: 37,000 (7,000 to characters in a Mandalorian
culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D+l physical, +lD+l energy, -lD+l Dexterity and related skills. Provides a +lD to intimidation. The Beskar’gam armor is extraordinarily rare outside of Mandalorian culture. Source: Scum and Villainy (page 48)
Beskar'gam Heavy Armor
Type: Military armor
Scale: Character
Cost: 45,000 (15,000 to characters in a Mandalorian culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D+2 physical, +lD+2 energy, -lD+2 Dexterity and related skills. Provides a +lD to intimidation. The Beskar‘gam armor is extraordinarily rare outside of Mandalorian culture.
AV- I S [Scout]
Model: GTU AV-lS Armor
Type: Powersuit
Skill: Powersuit operation
Cost: 7,500
Availability: 3, F
Game Effect:
Basic Suit: +lD energy, +lD+l physical protection, -1D Dexterity and all related skills.
Enhanced Strength: +lD to Strength for all skills, including melee and unarmed combat damage.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat.
Starlight Imaging: Magnifies available light for excellent low-light vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate Perception roll to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
bio-Readout: Informs wearer of his/her physical condition.
Environment Scanner: Scans air for breathability and toxins and detects harmful radiation.
Game Notes: Can operate for 36 hours without replenishing supplies and takes 5 minutes to put on.
AV-IC (Combat)
Model: GTU AV-1 C Power Suit
Type: Powersuit
Skill: Powersuit operation
Cost: 12,000
Availability: 4, X
Game Effect:
Battle Suit: +2D physical and energy, -lD to Dexterity and all related skills.
Strength Enhancement: +2D to Strength and related skills, but any failed Strength or related roll strips the servos, causing a full malfunction of the suit for 1D rounds; also roll 1D, if the result is 1»2, the wearer suffers 4D stun damage from arcing electricity.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat.
Starlight Imaging: Magnifies available light for excellent low-light vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate Perception roll to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
Bio-Readout: Informs wearer of his/her physical condition.
WlTS.' Allows the wearer to link two weapons into the suit’s battle computer, getting +lD to hit for each weapon.
Game Notes: Can operate for 24 hours without replenishing supplies and takes 10 minutes to put on.
Koromondain Half-Vest
Model: Modified Koromondain PDS, lnc. Mk 45 Protective Vest
Type: Protective vest
Cost: 250
Availability: 1
Game Notes: +1D+2 from physical; +2 from energy attacks to torso front and back.
Krail 210 Personal Armor
Model: Krail Armory Model 210 Personal Armor
Type: Personal battle annor
Skill: Powersuit operation: Krail 210 armor
Cost: 16,300 (26,000 with all modifications) Availability: Basic suit is “X” on most planets; modified suit is unique
Game Effect:
Basic Suit: + 1D to Strength for energy attacks, +2D to physical attacks (Modified version: +2D to Strength for energy attacks, +3D to physical attacks); -1D to Dexterity and related skills. Suit has a Move of 16, with movement rolled on powersuit operation skill
Power Suit: + 1D to lifting.
Sensor Pod: + 1D to search.
Sealed Enuiro Filter: Filter system can block out harmful molecules, or in case of insufficient ordeadly atmosphere, the suit can completely seal,drawing upon a two-hour internal supply ofoxygen.
Jet Pack: Has a Move of 100 meters horizontally, 70meters vertically. Uses jet pack operation skill, base difficulty is Ease, modified by obstacles. Has 20charges, can expend up to two per round.Integral Internal Line Slinger: 20-meter range. Can attach to grappling or magnetic hooks. Uses missileweapons skill.
Winch: Capable of lifting 100 kg (Modified versiononly).
Internal Dual Force Blades: STR+3D damage, Moderate melee combat difficulty (Modified version only).
Shadowsuit
Model: Ayellixe/Krongbing Textiles Shadowsuit
Type: Anti-sensor suit
Cost: 600
Availability: 3
Game Notes: Adds +2D to sneak.
Fiber armor
Model: Typical Fiber Armor Vest
Type: Personal armor
Scale: Character
Cost: 3,000
Availability: 1, F
Game Notes: +1D energy Source: Knights of the Old Republic Campaign Guide (pages 71-72)
Powered Light Battle Armor
Model: Typical Powered Light Battle Armor
Type: Upgradeable Personal armor
Scale: Character
Cost: 6,500
Availability: 3, X
Game Notes: +1D to resist energy and physical damage. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots.
Light Battle Armor
Model: Typical Light Battle Armor
Type: Personal armor
Scale: Character
Cost: 3,500
Availability: 3, X
Game Notes: +1D to resist energy, and physical, -1D to all Dexterity rolls.
Mesh Armor
Model: Typical Mesh Armor Suit
Type: Personal armor
Scale: Character
Cost: 6,000
Availability: 2, R
Game Notes: +1D+1 to resist energy, and +2D+1 to resist physical, -1D to all Dexterity rolls.
Weave Armor
Model: Typical Mesh Armor Suit
Type: Personal armor
Scale: Character
Cost: 5,000
Availability: 3, R
Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls.
Powered Battle Armor
Model: Typical Powered Medium Battle Armor
Type: Upgradeable Personal armor
Scale: Character
Cost: 11,000
Availability: 3, X
Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade slots.
Matrix Armor
Model: Heavy Matrix Armor Suit and Helmet
Type: Personal armor
Scale: Character
Cost: 9,000
Availability: 2, R
Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls
Heavy Powered Battle Armor
Model: Typical Powered Heavy Battle Armor
Type: Upgradeable Personal armor
Scale: Character
Cost: 19,000
Availability: 3, X
Game Notes: +1D+2 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls. This armor is designed to be modified and upgraded using modifications contained in D6 Conversion - Scum and Villainy. This model has 2 free upgrade
Republic Light Armor
Model: Republic standard issue light armor
Type: Military light armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +1D to resist physical and +2 to resist energy.
Republic Combat Armor
Model: Republic standard issue medium combat armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +1D to resist energy, and +2D to resist physical, -1D to all Dexterity rolls.
Republic Heavy Armor
Model: Republic heavy combat armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +1D+1 to resist energy, and +2D+2 to resist physical, -1D+1 to all Dexterity rolls.
Sith Trooper Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +2D physical, +1D energy, -1D Dexterity and related skills.
Personal Shields
Model: Czerka 351-K personal shield
Type: Protective energy-dispersing shield
Cost: See chart below *
Availability: 1
Game Notes: Energy shields may be activated once a day, for a full day's worth of limited protection from energy attacks. Personal shields are unaffected by physical attacks. Once the wearer has taken damage of Wounded or greater, the energy shield shuts down to prevent a critical overload. The shield may be activated again the following day. However, the shield can only be activated a total of five times.
* The Strength bonus to resist energy damage determines the cost of the shield. Bonus
Cost
+1 500
+2 2,500
1D 4,000
1D+1 8,000
1D+2 12,000
2D 18,000
Espo Riot Armor
Model: Merr-Sonn KZZ
Riot Armor
Type: Blast armor
Cost: 2,500
Availability: X
Game Notes: Helmet: blast helmet with visor +lD from all energy attacks, +2D from all physical attacks; all other areas: +2 from energy attacks, +1D+2 from physical attacks, - 2 from Dexterity and all Dexterity-related actions. Shield blocks brawling, melee or ranged attacks on a successful melee parry roll. The shield has a Strength of 4D. Source: Gundark‘s Fantastic Technology (page 54), l-lan Solo and the Corporate Sector Sourcebook (page 117), Rebellion Era Campaign Guide (page 51)Thinsuit
Model: Karflo Corporation Thinsuit
Type: Insulation armor
Cost: 900
Availability:2
Game Notes: +1 against physical ’ attacks. Provides up to 18 hours of limited protection against chemical exposure in most known i atmosphere types and temperature extremes from -30 to 100 degrees. \ Breath mask with extended filter (lasts up to 6 hours), storage room ‘ for up to 5 more filters. Can be worn in space, providing heat and
Camo Armor
Model: Creshaldyne Industries Scout Armor
Type: Light scout armor
Cost: 1,500 Hg;-'
Availability: 2
Game Effects:
Basic Suit: +lD physical, +2 energy for torso, arms and legs Camo Field: +10 to difficulty of search or Perception rolls for those trying to spot the wearer if ' it the wearer remains motionless.
EVA Vacuum Pod
Model: Regallis Engineering EVA Vacuum Pod
Type: Droid-monitored space pod I
Skill: Powersuit operation: If repair pod
Crew: 1
Cover: Full
Cost: 15,000
Maneuverability:
Move: 55; 160 kmh
Body Strength: 4D
Game Notes: Life support system capable of functioning for 2 hours. Has full comlink ' system and a number of attachments ’ for the two forward arms, plus and exterior “storage pouch" of additional attachments. An annual maintenance overhaul of each pod (Easy powersuit repair total) is required.Salvage Suit
Model: Industrial Space Suit
Type: Deep space suit
Scale: Character
Cost: 1,800
Availability: 2
Game Notes:
Atmosphere." Rebreather oxygen scrubbing and onboard heating units provide for 10 hours of atmosphere.
Armor protection: Adds +lD to all Strength rolls to resist physical and energy damages Short range scanner/comm package: Adds + 1 D to sensors and communications rolls.
Repulsors: Provide a move of 10 meters in zero gravity. Skill: repulsorlift operation
Magna grappler: Includes magnetic grappler with 20 meters of synth rope
Laser cutting I001: 4D damage (Skill: relevant Technical skills)
EVA Wreck Suit
Model: Scavani Engineering Recovery Series
Vl Power Suit
Type: Deep space power suit
Skill: Powersuit operation: wreck suit
Crew: 1
Cover: Full
Cost: 2,700
Game Notes:
Atmosphere." Rebreather oxygen scrubbing
and onboard heating units provide for 16 hours of atmosphere.
Armor protection: +3D physical and +lD energy, -ID to Dexterity.
Short range scanner/comm package: Adds +2D to sensors and communications rolls.
Jump jets: Jets have fuel for 5 bursts with a speed of Space 1 and 1D maneuverability
Magna grappler: Includes magnetic grappler with 20 meters of synth rope
Magnetic boots: Electromagnetic boots can be activated to adhere to most metallic surfaces. Plasma cutting torch: cuts through most surfaces given enough time. For every ID a surface has in body strength, it takes the plasma cutter 1D rounds to cut a 2 meter diameter hole in the surface‘ For example, a blast door with a rating of 5D strength, will take 5D rounds to penetrate. Maximum
damage : 7D.
Grasping arm: Provides a standard 7D lifting skill.
Poly-tool arm: Set of retractable tools adds
+ 1 D to relevant spacecraft repair rolls.Beskar'gam Light Armor
Type: Military armor
Scale: Character
Cost: 33,500 (3,500 to characters in a Mandalorian
culture)
Availability: 4
Upgrade Slots: 2
Game Notes: Grants +2D physical, +lD energy, - lD Dexterity and related skills. Provides a +lD to intimidation. The Beskar’gam armor is extraordinarily rare outside of Mandalorian culture. Source: Scum and Villainy (page 48)
Armor Mods
Armor The rules for modifying weapons also apply for improving personal armor (using the armor repair skill) Use the charts below to determine the difficulty and cost to boost armor and equipment die codes
(The cost is based on the original cost of the armor itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
A failed modification repair roll could result in the armor’s destruction, or might cause a recurring quirk
engineering does it at one difficulty level lower with no mishap modifier
Armor upgrades
Aquatic Adaptation
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2
Upgrade slot cost: 1
Game Notes: These are gaskets and pressure adaptations that allow the armor to function at deep sea depths. Also, the aquatic adaptation allows for breathable air to be separated from the components of water. Further, armor is adapted with small maneuvering jets that provide a +lD bonus to all swimming rolls.
Armorplast
Skill: armor repair (to install)
Difficulty: to install: Easy
Cost: 900
Availability: 3
Upgrade slot cost: O
Game Notes: The armorplast adaptation replaces the normal protective plates. The armorplast is lightweight and much less encumbering. An armor receiving the armorplast upgrade, reduces its Dexterity penalty by two pips. This cannot reduce the Dexterity penalty lower than 0.
Climbing Claws
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 2
Upgrade slot cost: 1
Game Notes: These retractable claws are mounted on the arms and legs, and enhances the climbing skill by +lD. Additionally, these claws may be used as impromptu weapons. When a character makes a successful brawling attack with the climbing claws, they do STR+lD damage.
Diagnostics System
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: l
Upgrade slot cost: l
Game Notes: The diagnostics system is a set of sensor packages that allows the user to monitor any damage done to the armor. As a result of the information in the damage report, the character receives a +2 bonus to any armor repair rolls to repair the damaged armor. Further, this bonus will also apply to any first aid rolls to any damage the character has taken while wearing the armor.
Environmental Systems
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 600
Availability: 2
Upgrade slot cost: 1
Game Notes: The internal survival systems provide either hot-weather resistance or cold-weather resistance. In order to receive protection against both hot and cold weather, the wearer would need to install both as separate upgrades. The protection systems can provide the ability to avoid all ill effects from temperature extremes from as low as -30°C to as high as 100° C.
Gyros
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 250
Availability: 2
Upgrade slot cost: l
Game Notes: The gyros provide a stabilizing element for anyone utilizing this upgrade. The gyros provide a +lD+2 bonus to avoid falling or being knocked prone.
Helmet Package
Skill: armor repair (to install)
Difficulty: to install: Easy
Cost: 4000
Availability: 2
Upgrade slot cost: 0
Game Notes: When a helmet is equipped with a helmet sensor package, it provides two advantages. First, it provides a +2D bonus to all Perception checks in low light environments. Second, it provides a hands-free internal comlink. Source: Scum and Villainy (page 46)
Holoshroud
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 5000
Availability: X, R
Upgrade slot cost: 1
Game Notes: A holoshroud package contains a series of holographic projectors at key points of the armor. The projectors create a holographic image that moves as the armor moves, making the illusion difficult to penetrate. The holographic image must be the same approximate size and shape of the armor. Though the holoshroud can only store one image at a time, the image can be changed with a Moderate computer programming/repair roll and an hour of work. Though the holoshroud may aid in hiding objects underneath the image (a +2D to all hide rolls), it will not withstand scrutiny. If anyone studies the image for an entire round, they may make a Moderate Perception or search roll to detect that the image is a deception. Further, the holoshroud has no substance and cannot provide any tactile, auditory, or olfactory sensations. The holoshroud contains enough power for an entire hour of concealment. However, this may be extended by upgrading the armor further with an additional power pack.
Integrated Equipment
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 200 for l piece of equipment, 500 for 2, 1,000
for5
Availability: 2
Upgrade slot cost: l
Game Notes: Integrated equipment attaches another piece of equipment to the armor. The equipment must be significantly smaller than the armor itself (i.e, one could attach a datapad or macrobinoculars, though not a refresher booth). Some weapons such as small blasters or vibro knives may be integrated into the armor. The equipment is constantly ready for use and need not be drawn or prepared before being used. Once the suit has been outfitted for integrated equipment, it becomes easier to add additional pieces of equipment. (The price for up to five pieces of equipment has be listed.) It is particularly easy to swap out pieces of equipment that have been attached to the armor, and only requires 20 minutes and an Easy armor repair roll.
Integrated equipment
Skill: armor repair (to install)
Difficulty: to install: Difficult
Cost: 2000 for 10 pieces of equipment.
Availability: 2
Upgrade slot cost: 2
Game Notes: This upgrade package is exactly the same as one to five pieces of equipment, but the additional slots and difficulty to install allow the wearer to integrate 10 pieces of equipment.
Internal Generator
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2
Upgrade slot cost: l
Game Notes: An intemal generator allows integrated equipment or other upgrades to have a near continuous reserve of power from a miniaturized portable fusion generator. However, the largest drawback to this upgrade is its unmistakable power signature. Anyone making a sensors roll, or using any hand-held or vehicle scanners will gain a +2D to detect a character with this upgrade.
Jump Servos
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 100
Availability: 1
Upgrade slot cost: 1
Game Notes: Servos installed into key areas of the armor allows for a slight advantage in making jumps. A character whose armor has this upgrade receives an added +2 to all jumping rolls.
Powered Exoskeleton
Skill: armor repair (to install)
Difficulty: to install: Difficult
Cost: 4,000
Availability: 2, F
Upgrade slot cost: 2
Game Notes: This upgrade modifies the nature of the armor, and converts it into a powersuit, which will then require the powersuit operation skill. The conversion adds +2 to all Strength based skill rolls.
Radiation Shielding
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 400
Availability: 2
Upgrade slot cost: l
Game Notes: The radiation shielding treats the armor with a radiation reflective coating, which insulates the wearer against moderate radiation zones. If in a heavy radiation zone, or if the wearer takes damage from any radiation attack, the wearer may add +lD to his Strength roll to resist the radiation damage.
Rangefinder
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2, F
Upgrade slot cost: 1
Game Notes: The rangefinder armor upgrade works in the same way as for the weapon rangefinder upgrade (see above), but only for weapons integrated into the armor itself (see below).
Ready Harness
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 1
Upgrade slot cost: 1
Game Notes: The ready harness is a series of clips, straps, and hooks distributed about the armor to accommodate weapons and equipment. They make equipment easily accessible and distribute the weight of the equipment to easily suit the comfort of the wearer, allowing the wearer to carry more equipment than ordinarily possible.
Repulsorlift
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2
Upgrade slot cost: l
Game Notes: Similar to repulsorlifts on vehicles, the repulsorlift upgrade allows a wearer of the upgraded armor to hover, fly, and maneuver one meter above the ground. When employing the repulsorlifts, the character must use repulsorlifl operations to maneuver. This may be used as a reaction skill. The repulsorlift may be used for 10 rounds without recharging.
Shadowskin
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 5000
Availability: 2, F
Upgrade slot cost: 1
Game Notes: This upgrade consists of sound dampeners, as well as a dark coating, providing an audio and visual camouflage. Anyone wearing armor with the shadowskin upgrade, receives a +5 bonus to his sneak skill rolls.
Shadowskin reflec
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 20,000
Availability: R, X
Upgrade slot cost: 1
Game Notes: This is an advanced variant of the Shadowskin. It was first introduced by the Grand Army of the Republic, and was later used in occasional Imperial missions. There are few samples of this upgrade in existence due to its prohibitive cost. Though, the upgrade gives the wearer a +10 bonus to his sneak skill.
Shield Generator
Skill: armor repair (to install)
Difficulty: to install: Difficult
Cost: 5000
Availability: 2, F
Upgrade slot cost: 2
Game Notes: Small shield generators can be installed on heavy armor. For the standard shield upgrade, it adds an additional +2 to the armor’s strength, providing protection against physical and energy damage. A shield generator is able to provide the protective field for l0 rounds. lf the wearer takes any damage, then the shields are blown, and can only be reactivated after a Moderate armor repair roll.
Heavy Shield Generator
Skill: armor repair (to install)
Difficulty: to install: Very Difficult
Cost: 10,000
Availability: 2, X
Upgrade slot cost: 3
Game Notes: Small shield generators can be installed on heavy armor. For the standard shield upgrade, it adds an additional 1D+2 to the armor’s strength, providing protection against physical and energy damage. A shield generator is able to provide the protective field for 10 rounds. lf the wearer takes any damage, then the shields are blown, and can only be reactivated after a Moderate armor repair roll.
Shock Web
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 6000
Availability: 2, F
Upgrade slot cost: l
Game Notes: A shock web encases an armor’s surface with a stunning electrical charge. Should an opponent come in direct contact with the armor, or should the wearer make a successful brawling attack, then the target suffers 4D stun damage. The shock web can be activated for up to 20 minutes without recharging. However, whenever the armor discharges its stun damage , it reduces the power supply of 1 minute’s worth of power.
Vacuum Seals
Skill: armor repair (to install)
Difficulty: to install: Easy
Cost: 2000
Availability: 1
Upgrade slot cost: 0
Game Notes: Airtight gaskets used to seal joints in armor, in addition to simple life support allows the armor’s wearer to survive for l0 hours in the vacuum of space or other hostile environments.
Weapon Mounts
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2, F
Upgrade slot cost: l
Game Notes: Armor can add equipment using the Integrated Equipment upgrade, but weapon mounts allow weapons to be added more effectively. The number of weapon mounts depends on whether it is light, medium, or heavy armor. Light armor allows for 2 weapon emplacements, medium armor allows for 3 emplacements, and heavy armor is allotted 4 emplacements. Any weapon that requires two hands to operate is assumed to require 2 emplacements.
The cost of the upgrade is calculated separately from the cost of the weapon itself. Once a Weapon is integrated into the armor, it can no longer be hand-fired. To install or change out a weapon, it requires 10 minutes and an Easy armor repair roll. Weapons are considered to be obvious to the casual observer, unless the wearer has designed them to be concealed, in which case, the upgrade cost is multiplied by 3. When the weapon is concealed, it requires a Very Difficult Perception or search roll to notice the weapon emplacements.
Armor The rules for modifying weapons also apply for improving personal armor (using the armor repair skill) Use the charts below to determine the difficulty and cost to boost armor and equipment die codes
(The cost is based on the original cost of the armor itself, not the ship or vehicle it’s mounted on.)
Pip Increase Difficulty Cost Mishap Modifier
+1 Easy 15% +1
+2 Moderate 25% +1
+1D Difficult 30% +1
+1D+1 Very Difficult 35% +2
+1D+2 Heroic 50% +3
A failed modification repair roll could result in the armor’s destruction, or might cause a recurring quirk
engineering does it at one difficulty level lower with no mishap modifier
Armor upgrades
Aquatic Adaptation
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2
Upgrade slot cost: 1
Game Notes: These are gaskets and pressure adaptations that allow the armor to function at deep sea depths. Also, the aquatic adaptation allows for breathable air to be separated from the components of water. Further, armor is adapted with small maneuvering jets that provide a +lD bonus to all swimming rolls.
Armorplast
Skill: armor repair (to install)
Difficulty: to install: Easy
Cost: 900
Availability: 3
Upgrade slot cost: O
Game Notes: The armorplast adaptation replaces the normal protective plates. The armorplast is lightweight and much less encumbering. An armor receiving the armorplast upgrade, reduces its Dexterity penalty by two pips. This cannot reduce the Dexterity penalty lower than 0.
Climbing Claws
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 2
Upgrade slot cost: 1
Game Notes: These retractable claws are mounted on the arms and legs, and enhances the climbing skill by +lD. Additionally, these claws may be used as impromptu weapons. When a character makes a successful brawling attack with the climbing claws, they do STR+lD damage.
Diagnostics System
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: l
Upgrade slot cost: l
Game Notes: The diagnostics system is a set of sensor packages that allows the user to monitor any damage done to the armor. As a result of the information in the damage report, the character receives a +2 bonus to any armor repair rolls to repair the damaged armor. Further, this bonus will also apply to any first aid rolls to any damage the character has taken while wearing the armor.
Environmental Systems
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 600
Availability: 2
Upgrade slot cost: 1
Game Notes: The internal survival systems provide either hot-weather resistance or cold-weather resistance. In order to receive protection against both hot and cold weather, the wearer would need to install both as separate upgrades. The protection systems can provide the ability to avoid all ill effects from temperature extremes from as low as -30°C to as high as 100° C.
Gyros
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 250
Availability: 2
Upgrade slot cost: l
Game Notes: The gyros provide a stabilizing element for anyone utilizing this upgrade. The gyros provide a +lD+2 bonus to avoid falling or being knocked prone.
Helmet Package
Skill: armor repair (to install)
Difficulty: to install: Easy
Cost: 4000
Availability: 2
Upgrade slot cost: 0
Game Notes: When a helmet is equipped with a helmet sensor package, it provides two advantages. First, it provides a +2D bonus to all Perception checks in low light environments. Second, it provides a hands-free internal comlink. Source: Scum and Villainy (page 46)
Holoshroud
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 5000
Availability: X, R
Upgrade slot cost: 1
Game Notes: A holoshroud package contains a series of holographic projectors at key points of the armor. The projectors create a holographic image that moves as the armor moves, making the illusion difficult to penetrate. The holographic image must be the same approximate size and shape of the armor. Though the holoshroud can only store one image at a time, the image can be changed with a Moderate computer programming/repair roll and an hour of work. Though the holoshroud may aid in hiding objects underneath the image (a +2D to all hide rolls), it will not withstand scrutiny. If anyone studies the image for an entire round, they may make a Moderate Perception or search roll to detect that the image is a deception. Further, the holoshroud has no substance and cannot provide any tactile, auditory, or olfactory sensations. The holoshroud contains enough power for an entire hour of concealment. However, this may be extended by upgrading the armor further with an additional power pack.
Integrated Equipment
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 200 for l piece of equipment, 500 for 2, 1,000
for5
Availability: 2
Upgrade slot cost: l
Game Notes: Integrated equipment attaches another piece of equipment to the armor. The equipment must be significantly smaller than the armor itself (i.e, one could attach a datapad or macrobinoculars, though not a refresher booth). Some weapons such as small blasters or vibro knives may be integrated into the armor. The equipment is constantly ready for use and need not be drawn or prepared before being used. Once the suit has been outfitted for integrated equipment, it becomes easier to add additional pieces of equipment. (The price for up to five pieces of equipment has be listed.) It is particularly easy to swap out pieces of equipment that have been attached to the armor, and only requires 20 minutes and an Easy armor repair roll.
Integrated equipment
Skill: armor repair (to install)
Difficulty: to install: Difficult
Cost: 2000 for 10 pieces of equipment.
Availability: 2
Upgrade slot cost: 2
Game Notes: This upgrade package is exactly the same as one to five pieces of equipment, but the additional slots and difficulty to install allow the wearer to integrate 10 pieces of equipment.
Internal Generator
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2
Upgrade slot cost: l
Game Notes: An intemal generator allows integrated equipment or other upgrades to have a near continuous reserve of power from a miniaturized portable fusion generator. However, the largest drawback to this upgrade is its unmistakable power signature. Anyone making a sensors roll, or using any hand-held or vehicle scanners will gain a +2D to detect a character with this upgrade.
Jump Servos
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 100
Availability: 1
Upgrade slot cost: 1
Game Notes: Servos installed into key areas of the armor allows for a slight advantage in making jumps. A character whose armor has this upgrade receives an added +2 to all jumping rolls.
Powered Exoskeleton
Skill: armor repair (to install)
Difficulty: to install: Difficult
Cost: 4,000
Availability: 2, F
Upgrade slot cost: 2
Game Notes: This upgrade modifies the nature of the armor, and converts it into a powersuit, which will then require the powersuit operation skill. The conversion adds +2 to all Strength based skill rolls.
Radiation Shielding
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 400
Availability: 2
Upgrade slot cost: l
Game Notes: The radiation shielding treats the armor with a radiation reflective coating, which insulates the wearer against moderate radiation zones. If in a heavy radiation zone, or if the wearer takes damage from any radiation attack, the wearer may add +lD to his Strength roll to resist the radiation damage.
Rangefinder
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2, F
Upgrade slot cost: 1
Game Notes: The rangefinder armor upgrade works in the same way as for the weapon rangefinder upgrade (see above), but only for weapons integrated into the armor itself (see below).
Ready Harness
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 1
Upgrade slot cost: 1
Game Notes: The ready harness is a series of clips, straps, and hooks distributed about the armor to accommodate weapons and equipment. They make equipment easily accessible and distribute the weight of the equipment to easily suit the comfort of the wearer, allowing the wearer to carry more equipment than ordinarily possible.
Repulsorlift
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2
Upgrade slot cost: l
Game Notes: Similar to repulsorlifts on vehicles, the repulsorlift upgrade allows a wearer of the upgraded armor to hover, fly, and maneuver one meter above the ground. When employing the repulsorlifts, the character must use repulsorlifl operations to maneuver. This may be used as a reaction skill. The repulsorlift may be used for 10 rounds without recharging.
Shadowskin
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 5000
Availability: 2, F
Upgrade slot cost: 1
Game Notes: This upgrade consists of sound dampeners, as well as a dark coating, providing an audio and visual camouflage. Anyone wearing armor with the shadowskin upgrade, receives a +5 bonus to his sneak skill rolls.
Shadowskin reflec
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 20,000
Availability: R, X
Upgrade slot cost: 1
Game Notes: This is an advanced variant of the Shadowskin. It was first introduced by the Grand Army of the Republic, and was later used in occasional Imperial missions. There are few samples of this upgrade in existence due to its prohibitive cost. Though, the upgrade gives the wearer a +10 bonus to his sneak skill.
Shield Generator
Skill: armor repair (to install)
Difficulty: to install: Difficult
Cost: 5000
Availability: 2, F
Upgrade slot cost: 2
Game Notes: Small shield generators can be installed on heavy armor. For the standard shield upgrade, it adds an additional +2 to the armor’s strength, providing protection against physical and energy damage. A shield generator is able to provide the protective field for l0 rounds. lf the wearer takes any damage, then the shields are blown, and can only be reactivated after a Moderate armor repair roll.
Heavy Shield Generator
Skill: armor repair (to install)
Difficulty: to install: Very Difficult
Cost: 10,000
Availability: 2, X
Upgrade slot cost: 3
Game Notes: Small shield generators can be installed on heavy armor. For the standard shield upgrade, it adds an additional 1D+2 to the armor’s strength, providing protection against physical and energy damage. A shield generator is able to provide the protective field for 10 rounds. lf the wearer takes any damage, then the shields are blown, and can only be reactivated after a Moderate armor repair roll.
Shock Web
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 6000
Availability: 2, F
Upgrade slot cost: l
Game Notes: A shock web encases an armor’s surface with a stunning electrical charge. Should an opponent come in direct contact with the armor, or should the wearer make a successful brawling attack, then the target suffers 4D stun damage. The shock web can be activated for up to 20 minutes without recharging. However, whenever the armor discharges its stun damage , it reduces the power supply of 1 minute’s worth of power.
Vacuum Seals
Skill: armor repair (to install)
Difficulty: to install: Easy
Cost: 2000
Availability: 1
Upgrade slot cost: 0
Game Notes: Airtight gaskets used to seal joints in armor, in addition to simple life support allows the armor’s wearer to survive for l0 hours in the vacuum of space or other hostile environments.
Weapon Mounts
Skill: armor repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2, F
Upgrade slot cost: l
Game Notes: Armor can add equipment using the Integrated Equipment upgrade, but weapon mounts allow weapons to be added more effectively. The number of weapon mounts depends on whether it is light, medium, or heavy armor. Light armor allows for 2 weapon emplacements, medium armor allows for 3 emplacements, and heavy armor is allotted 4 emplacements. Any weapon that requires two hands to operate is assumed to require 2 emplacements.
The cost of the upgrade is calculated separately from the cost of the weapon itself. Once a Weapon is integrated into the armor, it can no longer be hand-fired. To install or change out a weapon, it requires 10 minutes and an Easy armor repair roll. Weapons are considered to be obvious to the casual observer, unless the wearer has designed them to be concealed, in which case, the upgrade cost is multiplied by 3. When the weapon is concealed, it requires a Very Difficult Perception or search roll to notice the weapon emplacements.